package funkin.util; import flixel.util.FlxSignal.FlxTypedSignal; using StringTools; /** * Utilities for operating on the current window, such as changing the title. */ @:nullSafety class WindowUtil { /** * A regex to match valid URLs. */ public static final URL_REGEX:EReg = ~/^https?:\/?\/?(?:www\.)?[-a-zA-Z0-9@:%_\+~#=]{1,256}\.[a-zA-Z0-9()]{1,6}\b(?:[-a-zA-Z0-9()@:%_\+.~#?&\/=]*)$/; /** * Sanitizes a URL via a regex. * * @param targetUrl The URL to sanitize. * @return The sanitized URL, or an empty string if the URL is invalid. */ public static function sanitizeURL(targetUrl:String):String { targetUrl = (targetUrl ?? '').trim(); if (targetUrl == '') { return ''; } final lowerUrl:String = targetUrl.toLowerCase(); if (!lowerUrl.startsWith('http:') && !lowerUrl.startsWith('https:')) { targetUrl = 'http://' + targetUrl; } if (URL_REGEX.match(targetUrl)) { return URL_REGEX.matched(0); } return ''; } /** * Runs platform-specific code to open a URL in a web browser. * @param targetUrl The URL to open. */ public static function openURL(targetUrl:String):Void { // Ensure you can't open protocols such as steam://, file://, etc var protocol:Array = targetUrl.split("://"); if (protocol.length == 1) targetUrl = 'https://${targetUrl}'; else if (protocol[0] != 'http' && protocol[0] != 'https') throw "openURL can only open http and https links."; #if FEATURE_OPEN_URL targetUrl = sanitizeURL(targetUrl); if (targetUrl == '') { throw 'Invalid URL: "$targetUrl"'; } #if linux Sys.command('/usr/bin/xdg-open $targetUrl &'); #else // This should work on Windows and HTML5. FlxG.openURL(targetUrl); #end #else throw 'Cannot open URLs on this platform.'; #end } #if FEATURE_DEBUG_TRACY /** * Initialize Tracy. * NOTE: Call this from the main thread ONLY! */ public static function initTracy():Void { var appInfoMessage = funkin.util.logging.CrashHandler.buildSystemInfo(); trace("Friday Night Funkin': Connection to Tracy profiler successful."); // Post system info like Git hash cpp.vm.tracy.TracyProfiler.messageAppInfo(appInfoMessage); cpp.vm.tracy.TracyProfiler.setThreadName("main"); } #end /** * Dispatched when the game window is closed. */ public static final windowExit:FlxTypedSignalVoid> = new FlxTypedSignalVoid>(); /** * Has `initWindowEvents()` been called already? * This is to prevent multiple instances of the same function. */ private static var _initializedWindowEvents:Bool = false; /** * Wires up FlxSignals that happen based on window activity. * For example, we can run a callback when the window is closed. */ public static function initWindowEvents():Void { if (_initializedWindowEvents) return; // Fix that annoying // onUpdate is called every frame just before rendering. // onExit is called when the game window is closed. openfl.Lib.current.stage.application.onExit.add(function(exitCode:Int) { windowExit.dispatch(exitCode); }); #if (desktop || html5) openfl.Lib.current.stage.addEventListener(openfl.events.KeyboardEvent.KEY_DOWN, (e:openfl.events.KeyboardEvent) -> { for (key in PlayerSettings.player1.controls.getKeysForAction(WINDOW_FULLSCREEN)) { // FlxG.stage.focus is set to null by the debug console stuff, // so when that's in focus, we don't want to toggle fullscreen using F // (annoying when tying "FlxG" in console... lol) #if FLX_DEBUG @:privateAccess if (FlxG.game.debugger.visible) { return; } #end if (e.keyCode == key) { openfl.Lib.application.window.fullscreen = !openfl.Lib.application.window.fullscreen; } } }); #end _initializedWindowEvents = true; } /** * Sets the title of the application window. * @param value The title to use. */ public static function setWindowTitle(value:String):Void { lime.app.Application.current.window.title = value; } /** * Shows an error dialog with an error icon. * @param name The title of the dialog window. * @param desc The error message to display. */ public static function showError(name:String, desc:String):Void { #if (windows && cpp) funkin.external.windows.WinAPI.showError(desc, name); #else lime.app.Application.current.window.alert(desc, name); #end } /** * Shows a warning dialog with a warning icon. * @param name The title of the dialog window. * @param desc The warning message to display. */ public static function showWarning(name:String, desc:String):Void { #if (windows && cpp) funkin.external.windows.WinAPI.showWarning(desc, name); #else lime.app.Application.current.window.alert(desc, name); #end } /** * Shows an information dialog with an information icon. * @param name The title of the dialog window. * @param desc The information message to display. */ public static function showInformation(name:String, desc:String):Void { #if (windows && cpp) funkin.external.windows.WinAPI.showInformation(desc, name); #else lime.app.Application.current.window.alert(desc, name); #end } /** * Shows a question dialog with a question icon and OK/Cancel buttons. * @param name The title of the dialog window. * @param desc The question message to display. */ public static function showQuestion(name:String, desc:String):Void { #if (windows && cpp) funkin.external.windows.WinAPI.showQuestion(desc, name); #else lime.app.Application.current.window.alert(desc, name); #end } public static function setVSyncMode(value:lime.ui.WindowVSyncMode):Void { // vsync crap dont worky on mac rn derp #if !mac var res:Bool = FlxG.stage.application.window.setVSyncMode(value); // SDL_GL_SetSwapInterval returns the value we assigned on success, https://wiki.libsdl.org/SDL2/SDL_GL_GetSwapInterval#return-value. // In lime, we can compare this to the original value to get a boolean. if (!res) { trace('Failed to set VSync mode to ' + value); FlxG.stage.application.window.setVSyncMode(lime.ui.WindowVSyncMode.OFF); } #end } }